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Diffstat (limited to 'source/gameengine/PyDoc/GameLogic.py')
-rw-r--r-- | source/gameengine/PyDoc/GameLogic.py | 515 |
1 files changed, 0 insertions, 515 deletions
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py deleted file mode 100644 index 56a9ea0d4f4..00000000000 --- a/source/gameengine/PyDoc/GameLogic.py +++ /dev/null @@ -1,515 +0,0 @@ -# $Id$ -""" -Documentation for the GameLogic Module. -======================================= - - Module to access logic functions, imported automatically into the python controllers namespace. - - Examples:: - # To get the controller thats running this python script: - cont = GameLogic.getCurrentController() # GameLogic is automatically imported - - # To get the game object this controller is on: - obj = cont.owner - L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} methods are - available depending on the type of object:: - # To get a sensor linked to this controller. - # "sensorname" is the name of the sensor as defined in the Blender interface. - # +---------------------+ +--------+ - # | Sensor "sensorname" +--+ Python + - # +---------------------+ +--------+ - sens = cont.sensors["sensorname"] - - # To get a sequence of all sensors: - sensors = co.sensors - - See the sensor's reference for available methods: - - L{DelaySensor<GameTypes.SCA_DelaySensor>} - - L{JoystickSensor<GameTypes.SCA_JoystickSensor>} - - L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>} - - L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>} - - L{MouseSensor<GameTypes.SCA_MouseSensor>} - - L{NearSensor<GameTypes.KX_NearSensor>} - - L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>} - - L{PropertySensor<GameTypes.SCA_PropertySensor>} - - L{RadarSensor<GameTypes.KX_RadarSensor>} - - L{RandomSensor<GameTypes.SCA_RandomSensor>} - - L{RaySensor<GameTypes.KX_RaySensor>} - - L{TouchSensor<GameTypes.KX_TouchSensor>} - - You can also access actuators linked to the controller:: - # To get an actuator attached to the controller: - # +--------+ +-------------------------+ - # + Python +--+ Actuator "actuatorname" | - # +--------+ +-------------------------+ - actuator = co.actuators["actuatorname"] - - # Activate an actuator - controller.activate(actuator) - - See the actuator's reference for available methods: - - L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>} - - L{ActionActuator<GameTypes.BL_ActionActuator>} - - L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>} - - L{CameraActuator<GameTypes.KX_CameraActuator>} - - L{ConstraintActuator<GameTypes.KX_ConstraintActuator>} - - L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>} - - L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>} - - L{GameActuator<GameTypes.KX_GameActuator>} - - L{IpoActuator<GameTypes.KX_IpoActuator>} - - L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>} - - L{ObjectActuator<GameTypes.KX_ObjectActuator>} - - L{ParentActuator<GameTypes.KX_ParentActuator>} - - L{PropertyActuator<GameTypes.SCA_PropertyActuator>} - - L{RandomActuator<GameTypes.SCA_RandomActuator>} - - L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>} - - L{SceneActuator<GameTypes.KX_SceneActuator>} - - L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>} - - L{SoundActuator<GameTypes.KX_SoundActuator>} - - L{StateActuator<GameTypes.KX_StateActuator>} - - L{TrackToActuator<GameTypes.KX_TrackToActuator>} - - L{VisibilityActuator<GameTypes.KX_VisibilityActuator>} - - Most logic brick's methods are accessors for the properties available in the logic buttons. - Consult the logic bricks documentation for more information on how each logic brick works. - - There are also methods to access the current L{KX_Scene}:: - # Get the current scene - scene = GameLogic.getCurrentScene() - - # Get the current camera - cam = scene.active_camera - - Matricies as used by the game engine are B{row major}:: - matrix[row][col] = float - L{KX_Camera} has some examples using matricies. - - -@group Constants: KX_TRUE, KX_FALSE -@var KX_TRUE: True value used by some modules. -@var KX_FALSE: False value used by some modules. - -@group Property Sensor: KX_PROPSENSOR_* -@var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value. -@var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value. -@var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits. -@var KX_PROPSENSOR_CHANGED: Activate when the property changes -@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches - -@group Constraint Actuator: KX_CONSTRAINTACT_* -@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator} -@var KX_CONSTRAINTACT_ORIZ: See L{KX_ConstraintActuator} - -@group IPO Actuator: KX_IPOACT_* -@var KX_IPOACT_PLAY: See L{KX_IpoActuator} -@var KX_IPOACT_PINGPONG: See L{KX_IpoActuator} -@var KX_IPOACT_FLIPPER: See L{KX_IpoActuator} -@var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator} -@var KX_IPOACT_LOOPEND: See L{KX_IpoActuator} -@var KX_IPOACT_FROM_PROP: See L{KX_IpoActuator} - -@group Random Distributions: KX_RANDOMACT_* -@var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator} -@var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator} -@var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator} -@var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator} -@var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator} -@var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator} -@var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator} -@var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator} -@var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator} -@var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator} - -@group Action Actuator: KX_ACTIONACT_* -@var KX_ACTIONACT_PLAY: See L{BL_ActionActuator} -@var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator} -@var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator} -@var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator} -@var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator} - -@group Sound Actuator: KX_SOUNDACT_* -@var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator} -@var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator} -@var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator} -@var KX_SOUNDACT_LOOPEND: See L{KX_SoundActuator} -@var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator} -@var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator} - -@group Radar Sensor: KX_RADAR_* -@var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor} -@var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor} -@var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor} -@var KX_RADAR_AXIS_NEG_X: See L{KX_RadarSensor} -@var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor} -@var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor} - -@group Ray Sensor: KX_RAY_* -@var KX_RAY_AXIS_POS_X: See L{KX_RaySensor} -@var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor} -@var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor} -@var KX_RAY_AXIS_NEG_X: See L{KX_RaySensor} -@var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor} -@var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor} - -@group Dynamic Actuator: KX_DYN_* -@var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator} -@var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator} -@var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator} -@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator} -@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator} - -@group Game Actuator: KX_GAME_* -@var KX_GAME_LOAD: See L{KX_GameActuator} -@var KX_GAME_START: See L{KX_GameActuator} -@var KX_GAME_RESTART: See L{KX_GameActuator} -@var KX_GAME_QUIT: See L{KX_GameActuator} -@var KX_GAME_SAVECFG: See L{KX_GameActuator} -@var KX_GAME_LOADCFG: See L{KX_GameActuator} - -@group Scene Actuator: KX_SCENE_* -@var KX_SCENE_RESTART: See L{KX_SceneActuator} -@var KX_SCENE_SET_SCENE: See L{KX_SceneActuator} -@var KX_SCENE_SET_CAMERA: See L{KX_SceneActuator} -@var KX_SCENE_ADD_FRONT_SCENE: See L{KX_SceneActuator} -@var KX_SCENE_ADD_BACK_SCENE: See L{KX_SceneActuator} -@var KX_SCENE_REMOVE_SCENE: See L{KX_SceneActuator} -@var KX_SCENE_SUSPEND: See L{KX_SceneActuator} -@var KX_SCENE_RESUME: See L{KX_SceneActuator} - -@group Input Status: KX_INPUT_* -@var KX_INPUT_NONE: See L{SCA_MouseSensor} -@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor} -@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor} -@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor} - - -@group Mouse Buttons: KX_MOUSE_BUT_* -@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor} -@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor} -@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor} - -@group States: KX_STATE* -@var KX_STATE1: -@var KX_STATE10: -@var KX_STATE11: -@var KX_STATE12: -@var KX_STATE13: -@var KX_STATE14: -@var KX_STATE15: -@var KX_STATE16: -@var KX_STATE17: -@var KX_STATE18: -@var KX_STATE19: -@var KX_STATE2: -@var KX_STATE20: -@var KX_STATE21: -@var KX_STATE22: -@var KX_STATE23: -@var KX_STATE24: -@var KX_STATE25: -@var KX_STATE26: -@var KX_STATE27: -@var KX_STATE28: -@var KX_STATE29: -@var KX_STATE3: -@var KX_STATE30: -@var KX_STATE4: -@var KX_STATE5: -@var KX_STATE6: -@var KX_STATE7: -@var KX_STATE8: -@var KX_STATE9: -@var KX_STATE_OP_CLR: -@var KX_STATE_OP_CPY: -@var KX_STATE_OP_NEG: -@var KX_STATE_OP_SET: - -@group 2D Filter: RAS_2DFILTER_* -@var RAS_2DFILTER_BLUR: -@var RAS_2DFILTER_CUSTOMFILTER: -@var RAS_2DFILTER_DILATION: -@var RAS_2DFILTER_DISABLED: -@var RAS_2DFILTER_ENABLED: -@var RAS_2DFILTER_EROSION: -@var RAS_2DFILTER_GRAYSCALE: -@var RAS_2DFILTER_INVERT: -@var RAS_2DFILTER_LAPLACIAN: -@var RAS_2DFILTER_MOTIONBLUR: -@var RAS_2DFILTER_NOFILTER: -@var RAS_2DFILTER_PREWITT: -@var RAS_2DFILTER_SEPIA: -@var RAS_2DFILTER_SHARPEN: -@var RAS_2DFILTER_SOBEL: - -@group Constraint Actuator: KX_ACT_CONSTRAINT_* -@var KX_ACT_CONSTRAINT_DISTANCE: -@var KX_ACT_CONSTRAINT_DOROTFH: -@var KX_ACT_CONSTRAINT_FHNX: -@var KX_ACT_CONSTRAINT_FHNY: -@var KX_ACT_CONSTRAINT_FHNZ: -@var KX_ACT_CONSTRAINT_FHPX: -@var KX_ACT_CONSTRAINT_FHPY: -@var KX_ACT_CONSTRAINT_FHPZ: -@var KX_ACT_CONSTRAINT_LOCAL: -@var KX_ACT_CONSTRAINT_MATERIAL: -@var KX_ACT_CONSTRAINT_NORMAL: -@var KX_ACT_CONSTRAINT_PERMANENT: - -@group Parent Actuator: KX_PARENT_* -@var KX_PARENT_REMOVE: -@var KX_PARENT_SET: - -@group Shader: MODELMATRIX*, MODELVIEWMATRIX*, VIEWMATRIX*, CAM_POS, CONSTANT_TIMER, SHD_TANGENT -@var VIEWMATRIX: -@var VIEWMATRIX_INVERSE: -@var VIEWMATRIX_INVERSETRANSPOSE: -@var VIEWMATRIX_TRANSPOSE: -@var MODELMATRIX: -@var MODELMATRIX_INVERSE: -@var MODELMATRIX_INVERSETRANSPOSE: -@var MODELMATRIX_TRANSPOSE: -@var MODELVIEWMATRIX: -@var MODELVIEWMATRIX_INVERSE: -@var MODELVIEWMATRIX_INVERSETRANSPOSE: -@var MODELVIEWMATRIX_TRANSPOSE: -@var CAM_POS: Current camera position -@var CONSTANT_TIMER: User a timer for the uniform value. -@var SHD_TANGENT: Not yet documented. - -@group Blender Material: BL_* -@var BL_DST_ALPHA: -@var BL_DST_COLOR: -@var BL_ONE: -@var BL_ONE_MINUS_DST_ALPHA: -@var BL_ONE_MINUS_DST_COLOR: -@var BL_ONE_MINUS_SRC_ALPHA: -@var BL_ONE_MINUS_SRC_COLOR: -@var BL_SRC_ALPHA: -@var BL_SRC_ALPHA_SATURATE: -@var BL_SRC_COLOR: -@var BL_ZERO: - -@group Deprecated: addActiveActuator - -@var globalDict: A dictionary that is saved between loading blend files so you can use - it to store inventory and other variables you want to store between - scenes and blend files. It can also be written to a file and loaded - later on with the game load/save actuators. - note: only python built in types such as int/string/bool/float/tuples/lists - can be saved, GameObjects, Actuators etc will not work as expectred. -""" - -import GameTypes - -# TODO -# error - -def getCurrentController(): - """ - Gets the Python controller associated with this Python script. - - @rtype: L{SCA_PythonController} - """ -def getCurrentScene(): - """ - Gets the current Scene. - - @rtype: L{KX_Scene} - """ -def getSceneList(): - """ - Gets a list of the current scenes loaded in the game engine. - - @note: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes. - - @rtype: list of L{KX_Scene} - """ -def addActiveActuator(actuator, activate): - """ - Activates the given actuator. - - @deprecated: Use L{GameTypes.SCA_PythonController.activate} and L{GameTypes.SCA_PythonController.deactivate} instead. - @type actuator: L{SCA_IActuator} or the actuator name as a string. - @type activate: boolean - @param activate: whether to activate or deactivate the given actuator. - """ -def loadGlobalDict(): - """ - Loads GameLogic.globalDict from a file. - """ -def saveGlobalDict(): - """ - Saves GameLogic.globalDict to a file. - """ -def addScene(name, overlay=1): - """ - Loads a scene into the game engine. - - @param name: The name of the scene - @type name: string - @param body: Overlay or underlay (optional) - @type body: int - """ -def sendMessage(subject, body="", to="", message_from=""): - """ - Sends a message to sensors in any active scene. - - @param subject: The subject of the message - @type subject: string - @param body: The body of the message (optional) - @type body: string - @param to: The name of the object to send the message to (optional) - @type to: string - @param message_from: The name of the object that the message is coming from (optional) - @type message_from: string - """ -def setGravity(gravity): - """ - Sets the world gravity. - - @type gravity: list [fx, fy, fz] - """ -def getSpectrum(): - """ - Returns a 512 point list from the sound card. - This only works if the fmod sound driver is being used. - - @rtype: list [float], len(getSpectrum()) == 512 - """ -def stopDSP(): - """ - Stops the sound driver using DSP effects. - - Only the fmod sound driver supports this. - DSP can be computationally expensive. - """ -def getMaxLogicFrame(): - """ - Gets the maximum number of logic frame per render frame. - - @return: The maximum number of logic frame per render frame - @rtype: interger - """ -def setMaxLogicFrame(maxlogic): - """ - Sets the maximum number of logic frame that are executed per render frame. - This does not affect the physic system that still runs at full frame rate. - - @param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5 - @type maxlogic: integer - """ -def getMaxPhysicsFrame(): - """ - Gets the maximum number of physics frame per render frame. - - @return: The maximum number of physics frame per render frame - @rtype: interger - """ -def setMaxPhysicsFrame(maxphysics): - """ - Sets the maximum number of physics timestep that are executed per render frame. - Higher value allows physics to keep up with realtime even if graphics slows down the game. - Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) - maxphysics/ticrate is the maximum delay of the renderer that physics can compensate. - - @param maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5. - @type maxphysics: integer - """ -def getLogicTicRate(): - """ - Gets the logic update frequency. - - @return: The logic frequency in Hz - @rtype: float - """ -def setLogicTicRate(ticrate): - """ - Sets the logic update frequency. - - The logic update frequency is the number of times logic bricks are executed every second. - The default is 60 Hz. - - @param ticrate: The new logic update frequency (in Hz). - @type ticrate: float - """ -def getPhysicsTicRate(): - """ - NOT IMPLEMENTED - Gets the physics update frequency - - @return: The physics update frequency in Hz - @rtype: float - """ -def setPhysicsTicRate(ticrate): - """ - NOT IMPLEMENTED - Sets the physics update frequency - - The physics update frequency is the number of times the physics system is executed every second. - The default is 60 Hz. - - @param ticrate: The new update frequency (in Hz). - @type ticrate: float - """ -def saveGlobalDict(): - """ - Saves GameLogic.globalDict to a file. - """ -def loadGlobalDict(): - """ - Loads GameLogic.globalDict from a file. - """ - -#{ Utility functions -def getAverageFrameRate(): - """ - Gets the estimated average framerate - - @return: The estimed average framerate in frames per second - @rtype: float - """ -def expandPath(path): - """ - Converts a blender internal path into a proper file system path. - - Use / as directory separator in path - You can use '//' at the start of the string to define a relative path; - Blender replaces that string by the directory of the startup .blend or runtime file - to make a full path name (doesn't change during the game, even if you load other .blend). - The function also converts the directory separator to the local file system format. - - @param path: The path string to be converted/expanded. - @type path: string - @return: The converted string - @rtype: string - """ - -def getBlendFileList(path = "//"): - """ - Returns a list of blend files in the same directory as the open blend file, or from using the option argument. - - @param path: Optional directory argument, will be expanded (like expandPath) into the full path. - @type path: string - @return: A list of filenames, with no directory prefix - @rtype: list - """ -def PrintGLInfo(): - """ - Prints GL Extension Info into the console - """ -def getRandomFloat(): - """ - Returns a random floating point value in the range [0...1) - """ -#} |